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Fix various typos in documentation
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sepTN committed Jul 8, 2023
1 parent 83cc5d4 commit 486609e
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Showing 6 changed files with 6 additions and 6 deletions.
2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeAdd3.xml
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Blends two of three animations additively inside of an [AnimationNodeBlendTree].
</brief_description>
<description>
A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three additively out of three based on the amounmt value.
A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three additively out of three based on the amount value.
This animation node has three inputs:
- The base animation to add to
- A "-add" animation to blend with when the blend amount is negative
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2 changes: 1 addition & 1 deletion doc/classes/AnimationNodeBlend3.xml
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Blends two of three animations linearly inside of an [AnimationNodeBlendTree].
</brief_description>
<description>
A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three linearly out of three based on the amounmt value.
A resource to add to an [AnimationNodeBlendTree]. Blends two animations out of three linearly out of three based on the amount value.
This animation node has three inputs:
- The base animation to blend with
- A "-blend" animation to blend with when the blend amount is negative value
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2 changes: 1 addition & 1 deletion doc/classes/BoneAttachment3D.xml
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<return type="void" />
<param index="0" name="use_external_skeleton" type="bool" />
<description>
Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
</description>
</method>
</methods>
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2 changes: 1 addition & 1 deletion doc/classes/NavigationMesh.xml
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The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
</member>
<member name="edge_max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3">
The maximum distance a simplfied contour's border edges should deviate the original raw contour.
The maximum distance a simplified contour's border edges should deviate the original raw contour.
</member>
<member name="edge_max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0">
The maximum allowed length for contour edges along the border of the mesh.
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2 changes: 1 addition & 1 deletion doc/classes/OccluderInstance3D.xml
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</member>
<member name="bake_simplification_distance" type="float" setter="set_bake_simplification_distance" getter="get_bake_simplification_distance" default="0.1">
The simplification distance to use for simplifying the generated occluder polygon (in 3D units). Higher values result in a less detailed occluder mesh, which improves performance but reduces culling accuracy.
The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrase it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of [code]0.01[/code] will act conservatively, and will keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. Depending on the scene, a value of [code]0.01[/code] may still simplify the mesh noticeably compared to disabling simplification entirely.
The occluder geometry is rendered on the CPU, so it is important to keep its geometry as simple as possible. Since the buffer is rendered at a low resolution, less detailed occluder meshes generally still work well. The default value is fairly aggressive, so you may have to decrease it if you run into false negatives (objects being occluded even though they are visible by the camera). A value of [code]0.01[/code] will act conservatively, and will keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. Depending on the scene, a value of [code]0.01[/code] may still simplify the mesh noticeably compared to disabling simplification entirely.
Setting this to [code]0.0[/code] disables simplification entirely, but vertices in the exact same position will still be merged. The mesh will also be re-indexed to reduce both the number of vertices and indices.
[b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/url] library under the hood, similar to LOD generation.
</member>
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2 changes: 1 addition & 1 deletion doc/classes/PhysicalBone2D.xml
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The index of the [Bone2D] that this [PhysicalBone2D] should simulate.
</member>
<member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath(&quot;&quot;)">
The [NodePath] to the [Bone2D] that this [PhysicalBone2D] isshould simulate.
The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate.
</member>
<member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false">
If [code]true[/code], the [PhysicalBone2D] will keep the transform of the bone it is bound to when simulating physics.
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